While I'm perfectly fine with ammo as it is, I can get behind the idea of it adding a different effect to skills outside of the primary 1,2,3 rotation.

I'm perfectly fine with ammo Utilization for FFXIV Machinist

While I'm perfectly fine with ammo as it is, I can get behind the idea of it adding a different effect to skills outside of the primary 1,2,3 rotation. Though I'm fully aware that it only works on weaponskills and not abilities, I'm going to include an effect for all the skills/abilities except for buffs/debuffs and the turrets......

Hot Shot - Heals you for 100% of the damage dealt. (As you said. We DESPERATELY need some form of self-healling that isn't potions.)

Lead Shot - No initial damage bonus, but DoT damage is 1.5 times. (I think it would be a bit over powered if it worked like an instant hit Bane as you suggest. As is though, the potency buff only affects the initial impact, which is pretty useless in the long run.)

Spread Shot - Same effect it currently has. (This works well because it's our basic AoE damaging attack, so raw damage is good here.)

Grenado Shot - Knockback on all targets radiating from the point of impact, and inflicts stun with a duration of 1s. (Good way to save yourself or someone else if a swarm of enemies comes by, or at the very least buy time for the tank to be revived in group content.)

Heartbreak - Inflicts 10% Physical Damage Vulnerability for 2s. (The point of this skill is to make finishing a target off a little easier, so why not reflect that more. The short duration means that you can only effectively get off one skill during this time however.)

Leg Graze - Inflicts 20% Slow for 5s. (Making the skill actually somewhat useful in party content where you have a tank that isn't losing adds left and right. Cross-Classed Feint does this as well, but it also has an immunity timer if used again on the same target, while this skill would not.)

Blank - Reduces aggro on target slightly. (The reasons for this should be self explanatory, but just in case, it's due to the fact that aside from enemies that are immune to knockback, in group content you're only using this if you need to keep something from killing you anyhow, and reducing your aggro would allow the tank to grab it back easier.)

Foot Graze - Refreshes the duration of Lead Shot already in effect on the target. (Direct attacks free bound targets. DoT damage does not. Might as well make sure your DoT on it can make full use of it's bound time.)

Head Graze - Increases effect duration to 4s. (This effect of this skill is pretty useless against most enemies, so why not make it more useful against the enemies we need gil?)

Wildfire - Attacks for the first five seconds of Wildfire accumulate 30% damage instead of 25%. (Simple damage buff to the skill, without making it too overpowered.)

Suppressive Fire - Removes Stun effect, but grants the player a weak regen effect. (Again, we need a healing skill. By removing the stun on this and replacing it with a regen, we also have reason to use it during dungeon runs where we normally can't without risking messing up the stun immunity on bosses.)

Gauss Round - Increases the player's critical chance by 10% for 10s. (Just another damage buff here, but one that could give us quite a bit of damage increase in the long run if we get lucky.)

Ricochet - Removes the AoE effect and increases potency by 20. (Basically this gives us increased damage, and means we can use the skill on an enemy surrounded by adds without it being a waste.)

Cross-Classed Feint - Does not consume ammo OR increases potency by 20. (This should honestly be the case already. It's pretty annoying that this skill doesn't get the damage buff from ammo, but still consumes it if you use it while ammo is up.)

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Final Fantasy XIV: Defensive cooldown help

Like I said I'm not a Dark Knight (Final Fantasy XIV) expert, you're not a Paladin and don't have as many CDs to cycle, so you'll want to take more advantage of breaks in damage, such as a FF14 White Mage(WHM) using Holy which stuns the mobs, etc.